Arguably, one of the most significant milestones achieved in contemporary history is the increase in digital technology use. Building on the escalating global numbers of people and institutions using digital technology in performing tasks, communication, and entertainment, it is relatively safe to say that we are experiencing a technological revolution. Behind the popular smartphone applications, websites, and video games lie several technologies useful in enhancing user experience. These innovations exist as augmented, virtual and mixed realities. This paper aims at discussing these advancements at length and examine their application in project management.
Review of related literature
According to Craig (2013), augmented reality denotes virtual elements into the physical world through technology. In simpler terms, augmented reality relies on three fundamental principles. Firstly, it depends on a combination of virtual and real-life experiences and environments. Secondly, all interactions in augmented reality occur in real-time (Amin& Govilkar, 2015). Lastly, all virtual elements are presented in 3-dimensional channels. Initially, digital technology was useful in storing large volumes of data and information in a 2-dimensional setting. As Schmalstieg & Hollerer (2016) note, such a situation prompted augmented reality in bridging the gap created by digital technology and enhancing user experience. Presently, smartphone and computing companies are among the most significant users of augmented reality. For instance, popular applications like Pokemon Go and Snapchat are examples of AR technology in entertainment (Craig, 2013). Alternatively, augmented reality presents a paradigm shift in many other areas, including medicine, education, engineering, and logistics. Much more importantly, augmented reality creates a much more progressive approach to perceiving various concepts and nature by reshaping the structure, storage, management, and access to data and information. Such a shift boosts understanding, decision-making, and production efficacy (Wu et al., 2013).
While augmented reality fuses real-life virtual reality does almost the opposite. According to (Mandal 2013), virtual reality is a recent technology in computing that involves interactions occurring in a separate virtual environment. Typically, virtual reality utilizes technology in creating an immersive and simulated environment where the user interacts directly with a similar or unfamiliar 3-dimensional environment (Mandal, 2013). As Boas (2013) points out, virtual reality combines human senses and technology in creating an illusionary climate. In interacting with the territory, virtual reality users must use special hardware like headphones, gloves, and goggles. Virtual reality is currently increasingly being used in movie production, video games, military, medical training, education, sports, and fashion (Sherman& Craig, 2018).
According to Speicher et al. (2019), the concept of mixed reality emerged in a 1994 study conducted by Fumio Kishino and Paul Milgram. In their research, they were exploring mixed reality as part of the virtuality trajectory. As noted by Brigham (2017), mixed reality denotes a blend of augmented and virtual realities. Quintessentially, mixed reality links interactions between humans, computers, and physical settings/environment. In creating a connection between AR and VR, mixed reality uses more than visual, auditory, and sensory features in interacting with the real environment. For instance, using MR, a customer can move comfortably through different sections in an actual grocery store without the possibility of colliding with obstacles or other people. As Farshid et al. (2018) point out, mixed reality employs two types of devices. Using holographic devices, MR technology creates digital objects like trees, avatars and places them in the physical environment. Additionally, MR uses immersive techniques in creating a simulated environment. in recent years, MR is a critical tool in education, engineering, and entertainment. For instance, film companies like Magic Leap are already employing MR technology in projecting images. As AR and VR, mixed reality uses special devices like gaze trackers, microphones, infrared detectors, and motion sensors (Speicher et al., 2019).
Shortcomings emerging from AR, VR, and MR technology
As stated, adopting AR, VR, and MR technologies will transform human interaction with technology in diverse fields. However, it is also critical to highlight potentially adverse implications arising from the use of these innovations. As noted by Mekni & Lemieux (2018), AR and VR technology is increasingly detrimental to users’ privacy and security. Notably, most users of AR technology such as gaming applications share their locations and details online in verifying their accounts. As it is with most online interaction channels, AR platforms are highly vulnerable to malware attacks from malicious individuals. For instance, seemingly secure platforms like Facebook’s Oculus company recently recovered from a brutal data breach that compromised 50 million user accounts (Mekni & Lemieux, 2018). Equally, VR platforms like video games are not immune to similar attacks and privacy policy violations. Although both AR and VR are useful technologies in education, they also have their shortcomings. Primarily, learning processes involve individual and collective participation. With AR and VR in the classroom, students learn directly with minimal interference from the teacher and peers. As learners use goggles and other gadgets, they remain isolated, physically inactive, and rarely engage in real conversations. Such a scenario downplays socialization as an essential part of learning (Mandal, 2013). Debatably, AR and VR might not be useful in elementary learning levels as they can potentially hinder the development of social skills in children. Secondly, like any other technology, these innovations are prone to failures and hitches that are costly in maintaining and can ultimately result in delays. Also, it is critical to note that as AR and VR simplify learning procedures, there is the danger of overestimating learners’ abilities (Wagener, 2020). According to recent studies, younger children using VR and AR in learning often confuse virtual experiences with real-life memories. Such situations could result in accidents when they relive virtual experiences in real life.
Additionally, a considerable amount of research asserts that AR and VR technologies negatively impact physical and psychological health. Firstly, various studies correlate increased use of AR and VR with eye complications and obesity. Secondly, like most modern innovations, there are speculations that virtual technology promotes addiction. As Mandal, 2013 notes, doctors using VR are highly at risk of addiction as immersive applications present easier access to information and conduct medical procedures. Overusing VR technology has unfavorable long-term effects on their brain.
Similarly, video gamers overusing VR technology have an increased possibility of developing an addiction. Studies indicate that over-participation in immersive video games also leads to violent behavior and aggression among players (Lavoie et al., 2021). Such behavioral patterns stem from the promotion of violence and feelings of loss arising from video games’ competitive nature. Presently, most online platforms serve as useful tools in mass mobilization and dissemination of information. Despite this, online interaction platforms are often hijacked by malicious individuals and organizations in spreading propaganda and hate messages against particular society sections. Such statements lead to increased religious extremism, political radicalization, terrorism, and promoting a culture of violence in society (Post et al., 2014).
As stated, VR, AR, and MR innovations are prone to functionality issues that may hinder their efficiency and accuracy. In tourism and navigation, technical errors in using AR and MR may lead to miscalculations regarding directions, speed, and distance of obstacles resulting in fatalities (Mekni&Lemieux, 2014). In engineering and production, the omission of specific detail can lead to production errors and, consequently, losses. Lastly, AR, VR, and MR technologies do not guarantee optimum performance at all times. In such situations, these technologies fail in meeting specific objectives set by developers and users.
Opportunities for utilizing AR, VR, and MR technology
In an era witnessing a technological revolution, people and organizations focus on enhancing productivity, efficacy, and sustainability. Evidently, without the use of technology, these can barely be achieved. This study examines several opportunities in which AR. VR and MR technologies are useful in meeting individual and collective goals. Undoubtedly, the construction industry plays a central role in increasing global industrialization and urbanization. Despite this, it faces numerous challenges like shortage of skilled workforce, defective work, resource, and time wastage. In overcoming these problems, construction companies can utilize AR and VR technology in enhancing training, safety, and communication between and among the parties involved in construction activity (Biocca&Levy, 2013). In this context, less experienced workers have an opportunity to improve their flaws or fix a particular problem within a safe environment. Secondly, by creating a virtual model, AR and VR technologies help management in scheduling, tracking processes. These help in foreseeing and averting unnecessary costs and losses (Boas, 2013).
According to Farshid et al. (2018), the movie and gaming industry is the most common VR technology user. Through VR, movie and video game developers create simulated environments in which users experience and participate in real-life experiences like walking, running, climbing, or participating in sports (Mihelj&Novak, 2014). Alternatively, VR can be essential in training, whereby individuals can participate first in virtual before engaging in real-life activities. Such technology could be useful in driving. Further, VR, AR could be vital in marketing, especially in fashion and real estate. In these fields, clients can explore and experience the products at their convenience. Equally, sellers have the possibility of doing business without physically being at a given location or meeting the potential client.
In education, VR can help create an immersive virtual environment where learners socialize with each other, engage in physical activities, visit museums or even have space exploration. In such environments, learners are free from the boredom and monotony usually experienced when reading notes or other digital material. According to Sherman &Craig (2018), the inclusion of VR in education is crucial for learners with specific disabilities like Autism (Li et al., 2017). In this context, VR increases motivation and promotes socialization. Additionally, VR companies are integrating programs in enhancing visual abilities like making and eye contact and pointing. In medicine, AR and VR can promote safety and practicality by reducing the possibility of making errors when conducting medical procedures (Boas,2013). VR technology can boost training by allowing medical students to interact and practice with virtual patients before engaging in real-life situations. Besides, integrating VR could significantly reduce operating costs since budgeting is a significant issue in healthcare.
Application of AR, VR, and MR in real-life project management
In light of the advantages and opportunities for application presented in this paper, this study also examines critical examples of areas and organizations which have successfully applied AR, VR, and technologies. Unquestionably, the automotive industry is rapidly growing due to population growth, urbanization, and infrastructural development. In such circumstances, motor vehicle industries urgently need to build their brands and boost production while ensuring safety and sustainability (Alkhamisi et al., 2013). These objectives are only attainable with the use of modern technology. Volkswagen (a German motor vehicle company) emerges as one of the top companies using AR and VR in most operations. In practice, Volkswagen employees across the world actively learn and train using a three-dimensional VR service. Such training improves perfection as workers interact directly with experts and the simulated environments (Dodeska&Mihic, 2018).
Additionally, VR technology proves to be useful in test drives and marketing. Besides training, the company uses AR and VR technology in other operations. Through the innovations, individuals and teams can create, analyze and test a particular car model before launching it in reality. As a significant player in the industry, employing AR and VR in Volkswagen establishes a uniform and worldwide communication approach that links directly with all factories across the world (Craig, 2013). Like Volkswagen, Land Rover has recently shown vast interest in utilizing AR and VR technologies. Presently, the company unveiled a VR system installed in the windshield, allowing the driver to obtain vital information regarding his journey and, much more surprisingly, visibly see the area below the car’s hood (Marr, 2021).
As organizations aim to expand and obtain a large market share, technology and sustainability are vital tools in increasing competitive advantage. Presently, businesses are encouraging online and real-time interaction with consumers to improve their services and market their products. Taking note of this, companies are up in arms in integrating AR and VR technology. As Marr (2021) points out, IKEA (a global furniture company) is presently using AR technology in marketing. Using cameras, the IKEA application places furniture at various places in the client’s home to determine the best-suited table and how it would fit the house once the client purchases them. Other companies like SportX are currently using VR technology which allows their clients to try on their equipment and carry out various activities in a virtual environment.
As stated, military training operations in developed countries rely heavily on AR AND VR technology. In the United States, the United Kingdom, and other developed countries, these innovations are used widely in training soldiers, firefighters, police officers, and anti-terrorist units. In 2015 the European Union(EU) initiated a TARGET training program ( Training Augmented Reality Generalized Environment Toolkit). The initiative employs an integrated AR and VR system with modern technology like drones and 3-dimensional modeling in facilitating quality and safety. According to Dodeska&Mihic (2018), the program creates suitable and low-cost training settings where security personnel can train without the possibilities or incidences of injuries and fatalities that often plague real-life training.
AR and VR technology bests serve in learning and executing complex medical procedures like surgeries and internal organ examination in medicine and medical training. Recently, an Italian medical team has founded Holoteach- an immersive application built on Microsoft Hololens technology (Marr, 2021). Through this system, medical students and doctors can interact directly in real-time while having the same field of view. Meanwhile, Augamentics from Israel has developed an AR technology named Xvision that allows doctors to see and examine a patient’s insides. Although this technology is similar to X-ray and MRI technologies, it is much faster and simpler (Marr, 2021).
As the study repeatedly postulates, the main reason behind the increasing use of AR, VR, and MR technologies in education is to increase interaction, create a better understanding of concepts and make learning playful. As most contemporary learning processes mostly involve theory and a few practicals, AR and VR integrated education will ensure that learners feed on theoretical explanations and go beyond ordinary learning by exploring facts by themselves (Mekhni&Lemieux, 2014). A perfect example of AR use in learning is Lenovo’s newly found Lenovo Virtual Reality Classroom program. Through this initiative, history and geography students will explore museums and historical regions through applications like Google expeditions (Marr, 2021).
Since time immemorial, sports like soccer, basketball, and athletics attract a substantial global following. In recent years, sports play a central role in uniting the world and creating awareness on social issues like gender violence, sexual abuse and harassment, racism, equality, and cultural diversity. With the realization, major clubs and players worldwide aim to expand their fan base through AR, VR, and MR technology. Presently, Bayern Munich’s AR technology enables fans worldwide to take pictures without traveling physically to the matches or the stadia (Marr, 2021). Juventus has developed a similar technology allowing fans to engage in training sessions and locker room celebrations on the club’s victories. Such technology is vital when the world faces a Coronavirus pandemic with strict guidelines limiting overcrowding as commonly witnessed during football fixtures (Marr, 2021).
The future of AR, VR, and MR technologies
Undeniably, most people perceive AR, VR, and MR technologies as the most recent technologies. However, studies indicate that they have been in use for almost a decade and generate an annual sum of 6 million dollars in revenue (Marr, 2021). Even with their numerous benefits, most people may not recognize their presence, potential, and contribution as technological advancements occur in multiple forms and evolve very quickly. Like all previous innovations, AR, VR, and MR are projected to grow in many ways. As Dodeska &Mihic (2018) suggest, the market for VR technology is set to expand exponentially from $800 million to 4.2 billion within the next years. Such a shift will render the physical office almost useless as individuals will work from any setting as long as they have the necessary VR equipment. Besides, in social media, VR will transform the game, creating more developed virtual environments where users will socialize and even participate in collective activities.
As research indicates that medical students are quicker and more accurate than students trained using conventional methods, one can only wonder about the future of VR, AR, and MR in education and training. Cheng & Tsai (2013) predict that the current advancements and teaching techniques may soon be obsolete as experts are developing much more sophisticated equipment like the Telasuit- which can measure human physiological and psychological processes. Like VR, mixed reality is also set to evolve within various dimensions. Trading and industry, most organizations will create, employ and feature AR applications or in websites. Besides, AR marketing strategies will be more involving and interactive. Lastly, in the context of geolocation, AR mechanisms will be more accurate in predicting and informing a person’s location. According to Marr (2021), there is also a possibility of merging all three dimensions into developing what will emerge as extended reality (XR).
Even with these projections, there is much concern about the shortcomings already evident in AR, VR, and MR. Firstly in safeguarding security and privacy, software developers should ensure that applications and platforms are safe from hacking (Mekhni & Lemieux, 2013). Secondly, even with an ongoing debate on these technologies’ health impacts, developers need to employ a multidimensional approach to preventing future crises. Furthermore, as Dodeska & Mihic (2018) note, developers should not only focus on enhancing designs but also improving AR, VR, and MR technologies. Lastly, people should hold the notion that all modern technologies are also vulnerable to errors and omissions. With such a conviction, humanity will apply understanding and intuitive knowledge where these innovations fail.
Conclusion
In conclusion, it is utterly impossible to resist the wave created by technological advances in the present time. Such advances present us with more opportunities to improve the quality of our lives, environment, and institutions. With AR, VR, and MR, we can transform our way of doing things into becoming better, accurate, and intelligent. Even with their numerous benefits, we should be aware of society’s unfavorable impacts and, specifically, health. As these technologies get more familiar, affordable, and accessible, it is also critical to explore other domains in which they could be useful. In my opinion, AR, VR, MR are the future, and since the end is inevitable, firms, institutions, and the general population have but to admit their presence and put them to fair use.
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